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absent_dogma
absent_dogma

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Prologue: About Human Being

Good day, dear Viewers.

Many of you know me as the creator of TR, so please don't be afraid that I'm turning a page with adult content into a book club. As in the game of the same name (even if not of deep content), now I decided to narrate the development of progress dividing its certain milestones, the title of which will be Chapters. There is no deep meaning in this, it is simply prosaic and as if mysterious. Let's leave the satirical part and move on to the point.
However, after designating the current situation, I will make a "small lyrical digression".

The structure of today's post will look like this.

1. Now that we have a structure, I can tell you everything in order, starting with the first point. Lately, progress has been difficult due to the improper organization of the work process: posts have been coming out irregularly, and the tasks I set were being completed half-heartedly. We will talk about this in more detail in the third point.
From now on, posts will be coming out regularly, every month. I expect that this time should be enough to solve one large task or several small ones at once. Thus, over the next year there will be at least twelve posts (Chapters), and at the end of the year there will be a visible result of the work. Hypothetically, this means that we will see the first version of the game. Imperfect, with its flaws and shortcomings, but a real result of the work. I apologize in advance if this is an untenable statement, but I will make every effort to this, because I like this project, its potential and I cannot disappoint your expectations.

2. There is significant progress in the current task. It is too early to say that this is a finished element of the Inventory and Equipment system, but over the past month I have partially completed the mechanics of interaction with lootable items in the game space. Next month I plan to finish this block and move on to the next task, which we will talk about later.


Here is a prototype of the pop-up menu when interacting with an object on the ground. This can be either the Item itself or an Item Storage (for example, a chest). It will be necessary to make this icon convenient for interaction, and I should also note, as I said earlier, that the player's camera will be turned to the side, and not as shown in this frame. At this stage of work, this does not have a significant impact, so I will work on the game camera in the following stages.

Also, when carrying a weapon, as I mentioned earlier, it will be possible to equip it not only in a sheath, but also, if it's missing (which doesn't exclude the possibility of carrying it even if there's a sheath), behind the belt.

3. Starting from scratch is quite difficult (or working with complex systems like ALS and developing your own architecture), so I spent a lot of time thinking about the reason that was the root of low productivity. And this is not so much a lack of experience with complex architectures or choosing a design pattern, but human nature. Personally, I tried to put all the puzzles together at once to get a general idea, but, as it turned out, this does not improve the efficiency of work. I just start to forget where everything is in this huge general system and each time I return to some kind of "Master Plan". Each module of this system is a separate specialization for an individual. This isn't a new discovery for me and I knew that it would take a lot of effort on my part to cope with it, because here the psychological characteristics of a person come to the fore. So how to solve this problem, working alone? Regularity and consistency. During the past year, I have had many ups and downs in my life, enough for a mini-series, but this is not about me, but about the fact that no matter what the conditions are, I want you to see the project that I promised to show you. From now on, I hope that I won't have to be ashamed of low productivity before you, but will show you the truly interesting results of my work.

4. Depending on the progress in January, we can start making further plans. I'm not going to take a vacation or break (I hope that random circumstances won't force me), so the project will be consistently improved and changed every month. Next month, I plan to finish the initial stage of work with the Inventory and Equipment system. Then I'll show the results that I'll have achieved and outline the next task. I expect that in January the initial equipment and inventory grid will be ready, as well as the process of transferring Items from the outside world to the character's inventory and vice versa. Maybe something else will appear. First of all, to complement the progression of the system, I will try to create animations of equipping weapons and interacting with objects on the floor, however the main focus now is to finish what we started.

Set yourself ambitious goals. The rest is a matter of time and persistence in your work.
As they say, eat a whale in chunks.
Do everything possible to be healthy and happy.

As always, yours,
Absent.Dogma

Prologue: About Human Being

Comments

By being true to your words, you are being true to yourself. Only time will tell. I'll do my best. Thank you, Luvixi.

absent.dogma

This new project seems like a step forward both mechanically and visually since TR, I'm very excited to see what comes next. I hope you stay on track. Seeing from TR, you have the skill to do this. Good luck!

luvixi

Thanks for your kind words! Yes, I think it's worth adding some lore among new-coming features and gradually revealing the history of this world.

absent.dogma

Happy New Year 🎆. You can be proud of your 2024 accomplishments. My wish for one of the upcoming posts would be more glimpses into the world (lore, history,...) as well as the main character (background, motivation, goals,..). Just to better understand it.

evil-twin


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